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To aid the weak, the gods sent knowledge on the winds. The winds loft the seed of flower and tree, tell of the approach of beasts, and carry the voice of an ally. But Man cut down the trees, slew the beasts, and screamed in the waste he had created. The gods sorrowed and raged, and sent a great vortex to flay the world of Man to dust. The vast energy so released gave rise to the sylphi entite.

The Wind is fickle, going where it will, brushing like maiden's hair on the cheek, bewitching men, and holding them captive. Take the wild wind, traveler, and give it virtue through fortitude of immobilizing Earth. For wind, once frozen, is a promise. And on the day that promise is broken, will it surrender unto you shining electrum.

Like the other Entites, Sylphi Entite's attacks consist of Silencega, Sleepga, and Fear, which reduces one character's MP. Its attack spell is Aeroga. Like the other Entites, it is docile, but attacks when provoked or when magick is used nearby.

It should be avoided during the party's first visit to Ozmone Plain during the cloudy season, as it is most likely too strong to beat. If the party chooses to confront it, the player should use Rose Corsages to evade Silence, and equip Windbreaker to reduce the damage of the Entite's Aeroga spell.

[view·edit·purge]Sylph (also called sylphid) is a mythological creature in the Western tradition. The term originates in Paracelsus, who describes sylphs as invisible beings of the air. There is no known substantial mythos associated with them.